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/*Copyright (c) 2011, Florent DEVILLE.                                      */
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#pragma once
#include "RTIProcTexture.h"
#include <map>
using std::map;

namespace RT
{
	/*Procedrual texture using threshold*/
	class RTProcTextureThreshold : public RTIProcTexture
	{
	private:
		/*Map between threshold values and colors*/
		map<F32, RTColor> m_thresholds;

		/*Noise octave*/
		I32 m_octave;

		/*Noise persistance*/
		F32 m_persistance;

		/*Noise intensity*/
		F32 m_intensity;

	public:
		/*Default constructor*/
		RTProcTextureThreshold(){};

		/*Constructor*/
		RTProcTextureThreshold(F32 persistance, I32 octave, F32 intensity);

		/*Destructor*/
		~RTProcTextureThreshold(){};
		
		/*Add a threshold to the texture*/
		void addThreshold(F32 threshold, const RTColor& c);

		/*Set noise persistance*/
		void setPersistance(F32 persistance){m_persistance = persistance;};

		/*Set noise octave*/
		void setOctave(I32 octave){m_octave = octave;};
		
		/*Set noise intensity*/
		void setIntensity(F32 intensity){m_intensity = intensity;};

		/*Calculate the color*/
		RTColor getColor(const RTVector3f& p)const;
	};
}